Matching Items (15)

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The Stories We Tell: A Comparison of How Attic and American Tragedy Have Shaped Cultural Narratives

Description

The purpose of this paper is to explore what can broadly be described as the "American cultural narrative" by investigating and analyzing a particular element of American culture, the tragic play. In this paper, fifth-century Athenian and twentieth-century American tragedies

The purpose of this paper is to explore what can broadly be described as the "American cultural narrative" by investigating and analyzing a particular element of American culture, the tragic play. In this paper, fifth-century Athenian and twentieth-century American tragedies are placed side by side, investigated, and analyzed with the hope of discovering aspects of the genre that are unique to American playwrights and might teach us something about the way in which we, as Americans, are separated culturally from others. The paper begins by analyzing the nature of the tragic genre before detailing how it has played a similar role here in the United States as it played in fifth-century Athens. Then, by analyzing primary texts, I seek to identify those unique aspects of the American form of the genre that reveal new insight into the American cultural narrative. The paper concludes by suggesting that the greatest insight that the tragic genre has to offer is that personal redemption and individualism are unique to American tragedy, suggesting that they might be unique aspects of the American cultural narrative.

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Date Created
2018-05

Women in TV Journalism

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In this research paper I combine statistics from various reports and studies with around 20 different interviews with female journalists to understand how women are faring in national and local television newsrooms in 2019. I explore issues such as the

In this research paper I combine statistics from various reports and studies with around 20 different interviews with female journalists to understand how women are faring in national and local television newsrooms in 2019. I explore issues such as the pay gap, sexual assault, the importance of appearance, balancing work and family life and obstacles that women of color uniquely face. I spoke with women from various cultural backgrounds, experience levels, and in different positions within their newsrooms. Through my scholarly research and 19 interviews with women who either currently work at NBC News in New York City and women who currently or recently worked at 12News, the NBC affiliate in Phoenix, I conclude they share similar stories of oppression, sexism and issues. However, women have made more progress in local markets and have more opportunities when compared to the national level. I also explore reasons for why this disparity is happening and why local newsrooms seem to have more women represented through their on-air talent than national newsrooms do. One of the reasons I concluded for this include, how local newsrooms have a better understanding of their audience members thus making them more able to reflect their talent to their diverse audience. Another factor that might play a role in this disparity includes, the historical factor and societal norm of seeing men in higher positions and authoritative roles, such as being an anchor, at the network level. Lastly, the idea of how family and having children impacts women’s careers more than men. This can lead to less women pursuing a job at the network since they must spend time raising a family and have the ability and flexibility to do that easier at the local level. Overall, I focused on the barriers, obstacles and stories these women have had throughout their careers all while looking at it from both a local perspective and a national one.

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2019-05

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LudoNarrare: A Model for Verb Based Interactive Storytelling

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Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.

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Date Created
2015-12

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You Are not Alone When Your Loved One has Cancer

Description

My mother died after a long battle with breast cancer in 2008. I was only nine when she was first diagnosed, and so much of my life has been shaped by her struggle for survival. She will always be the

My mother died after a long battle with breast cancer in 2008. I was only nine when she was first diagnosed, and so much of my life has been shaped by her struggle for survival. She will always be the most amazing women I have ever known, and she taught me more about life, kindness, hope, and overcoming the odds than anyone else. I want to share my experience with you as a friend \u2014 not as a doctor, or a counselor, but as a friend. I want to tell you some of my stories with the emotions behind them. I will share how I learned t cope with whatever situation came our way and how I found unexpected ways to help my mom. I want you to find solace through our shared emotions even if they are at different times in our journeys. This is why in the following chapters, my stories are not chronological but categorized through the major emotions that drove my stories. I hope this book can help those who find themselves in similar situations to the one I found myself in when my mom picked me up from fourth grade with a bandana on her head instead of her normal, beautiful brown hair. This thesis is a creative exploration of emotions and finding hope in times of great loss.

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2012-05

On Music Videos

Description

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story,"

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author J.R.R. Tolkien. The connections between how story fits with music videos is then outlined. From this background research one is able to analyze examples of existing narrative music videos, before applying this knowledge and reflecting on the process of creating a narrative music video.

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Created

Date Created
2015-05

Changes (Cambios)

Description

Cambios (Changes) is a story of an immigrant's life and her journey from Mexico to the United States. The story is based on the life of the author , told mostly told from a child's perspective. It includes aspects of

Cambios (Changes) is a story of an immigrant's life and her journey from Mexico to the United States. The story is based on the life of the author , told mostly told from a child's perspective. It includes aspects of the legal process, education transfer, and every day struggles. The book is for fifth grade up due the complexity of the content but can be read with at a 3rd grade reading level.

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Date Created
2015-05

The Primer Project: Creating an Interactive Children's Storybook

Description

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.

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Date Created
2016-05

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When It All Happens, The End, And She's in Her Forties

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Both "After Annie" and "When It All Happens, The End, And She's in Her Forties" focus on evolving familial relationships characterized by both love and loss. Though told in different styles, different voices, different tenses, both stories triumph the power

Both "After Annie" and "When It All Happens, The End, And She's in Her Forties" focus on evolving familial relationships characterized by both love and loss. Though told in different styles, different voices, different tenses, both stories triumph the power of memory in relation to love while simultaneously emphasizing the trauma and long-lasting effects of loss. With one, through the relationship between grandfather and granddaughter and the other, through a daughter's loss of her mother, both stories converge at the intersection of duty and the need for flight (and perhaps self preservation). "After Annie" and "When It All Happens, The End, And She's in Her Forties" speak to the careful ghosts of memory, which are sometimes, thankfully, even stronger than the pull of what's been left in their absence.

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Date Created
2014-05

“Connection in an Isolating Age: ” The Changing Landscape of Live Theater During the COVID-19 Pandemic

Description

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate their skills during a time where most things are virtual. In addition, I analyzed how the shift to filmed theatre has changed the definition of live theatre, including increased accessibility. I also explored the importance of theatre through analyzing the themes of musical theatre performances such as Rent and Runaways. During a time where people cannot gather, artists are still finding a way to create and tell stories.

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Created

Date Created
2021-05

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Power in Memory: A study of American history and oral tradition in the Arizona Territory

Description

The history of Arizona is filled with ambitious pioneers, courageous Natives, and loyal soldiers, but there is a seeming disconnect between those who came before us and many of those who currently inhabit this space. Many historic locations that are

The history of Arizona is filled with ambitious pioneers, courageous Natives, and loyal soldiers, but there is a seeming disconnect between those who came before us and many of those who currently inhabit this space. Many historic locations that are vital to discovering the past in Arizona are both hard to find and lacking in information pertaining to what happened there. However, despite the apparent lack of history and knowledge pertaining to these locations, they are vitally present in the public memory of the region, and we wish to shed some much-needed light on a few of these locations and the historical takeaways that can be gleaned from their study. This thesis argues the significance of three concepts: place-making, public memory, and stories. Place-making is the reinvention of history in the theater of mind which creates a plausible reality of the past through what is known in the present. Public memory is a way to explain how events in a location affect the public consciousness regarding that site and further events that stem from it. Lastly, stories about a place and event help to explain its overall impact and what can be learned from the occurrences there. Throughout this thesis we will be discussing seven sites across Arizona, the events that occurred there, and how these three aspects of study can be used to experience history in a personal way that gives us a special perspective on the land around us. The importance of personalizing history lies in finding our own identity as inhabitants of this land we call home and knowing the stories gives us greater attachment to the larger narrative of humanity as it has existed in this space.

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Date Created
2021-05